Dan Adelman

Marketing and Biz Dev for Indies

My Very First Experience with a Scammer

Wednesday, March 25, 2015

About a month ago, I wrote a post about indie game pricing. In it, I made the point that it’s hard for players to assign a value to a game before playing it. There are a few workarounds for this problem, and one of them is to allow trusted reviewers and YouTubers play it in advance of launch and give their feedback. The idea being that if a trusted review site says that a game is good, players will have more confidence that they won’t regret their purchase. Not exactly rocket science, of course.

I further made the point that publishers and developers who don’t think their game is very good may take steps to ensure that reviewers cannot talk about the game before players have a chance to spend their money. Emphasizing pre-orders and establishing review embargo dates for after the release date of the game are some of the ways this is done. Another is to limit reviews to sites that are all but guaranteed to give a good review score. This happens less than the GGers think – especially for indie developers who have no power over these sites – but it is a tactic that has been known to be used.

Because I believed so strongly that Axiom Verge is an amazing game, Tom and I went to great lengths to make sure that reviewers had ample time to play through the game and write up thorough reviews. Whereas it’s not uncommon for reviewers to have under a week from receiving a code to needing to publish their reviews, we were able to get codes out to sites 4 weeks in advance. In addition, Sony was generous and gave us plenty of review codes. The codes aren’t unlimited, so there had to be a little bit of a bar in terms of who we would give codes to, but in general, we wanted to err on the side of being pretty liberal.

Unfortunate Need for Skepticism

I tend to be a pretty trusting person and am continually surprised when the rest of the world doesn’t necessarily reciprocate. While I was still at Nintendo, I read a Gamasutra article about people posing as YouTubers to get free games. It’s an unfortunate fact of the world that there are con artists out there who prey on people who have spent years of their lives working on something and are desperate to get the word out.

But forewarned is forearmed, so although I wanted to give out codes to virtually anyone with any kind of audience, I needed to spend a lot of additional time verifying that people were who they said they were. In general, if they sent an email from their site’s domain name, I trusted it. If it came from a Gmail or Yahoo account, I asked for some proof – even a tweet would suffice if I could reasonably tie it back to the site in question. It wasn’t a huge hurdle, but it was one that I hoped would be high enough to discourage scammers. In fact, many people who requested codes claiming to be from some gaming website or other never followed up when pressed for some verification, so the approach seemed to work even if it was time consuming to check up on each code request.

And Then One Day…

About a week ago, I got a request from a journalist for an Axiom Verge review code. (The journalist said he preferred not to be named, so for the purposes of this blog post, I’ll just refer to him as Joe.) Like the others, I requested some verification and he readily complied. Joe told me he was happy to give the verification, since he knows there are so many scammers out there. In fact, he told me, the reason he knew that press codes were being given out was that another journalist was selling his own Axiom Verge review code on CheapAssGamer.com! What?

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I decided to investigate. Joe gave me my first clue in tracking down the culprit: this other journalist’s username on CAG is Deidara. Unfortunately, the Axiom Verge post had been deleted, since the code had been sold.

I first decided to scope out my target. I looked up Deidara’s post history on CAG and came to find that I wasn’t his first victim:

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I’m guessing that in this case H2O is from the industry, since no regular gamer would use the phrase, “no public should have access.”

I created an account of my own and reached out to Deidara to see what other games he had for sale, but got no response. I figured the fact that I had just created my account and immediately sent him an email probably set off some red flags, so I decided that was probably a dead end.

My next plan was to see if I could enlist the help of someone who already had an account on CAG to act as my go-between. I asked on Twitter, and Anthony Nash from The Koalition volunteered to try and make contact. My hope was that he could buy something from Deidara and pay him via PayPal and thus find out his real name. Unfortunately that turned out to be a dead end when Deidara responded to Anthony, “Hey dude, thanks for the PM. Actually the code I got was from a random Twitter giveaway for someone I follow. I was selling it on here but the code ended up being invalid or already used, not sure.”

While I was waiting for Anthony to get a response from Deidara, Joe gave me a couple good suggestions. First, I could just reach out to the admin of CAG and ask for Deidara’s real name and email. Second, since the transaction just happened in the last couple days, I could go through Deidara’s trade feedback and reach out to people he recently traded with. I did both.

The latter approach gave me the breakthrough I had been looking for. I reached out to 3 people who had transacted with Deidara during the time period in question. All 3 very graciously responded about their trades and agreed it was a dick move to be selling a press review code. The person who bought the Axiom Verge code from Deidara was apologetic and said that he didn’t realize it wasn’t a legitimate sale. I assured him it wasn’t his fault. He wasn’t the one who took a code under false pretenses after all. I also let him know that he was actually our first paying customer, even if he didn’t pay us. Although he didn’t know Deidara’s real name, he looked through his deleted items folder and found the code that was sold to him. Fortunately, I keep track of all of the codes I send out and to whom. (And contrary to what Deidara told Anthony, the code worked just fine.)

The culprit turned out to be a site called Feckis.com. (As much as it would be personally gratifying to list the actual person’s name, I’m going to refrain from doing so. I wouldn’t want a witch hunt on my hands. For the purposes of this blog post, I’ll just refer to him as John. And if his full name does emerge, I would encourage anyone reading this not to harass this person in any way.)

Confrontation Time

I had pretty definitive proof that John had sold the code I had given him. Other than removing him from my press list going forward, I didn’t know what I wanted. I guess I just wanted him to admit what he had done and apologize.

It turns out I made a tactical error by reaching out to the administrator of CAG before contacting Deidara’s most recent customers. The administrator, trying to be helpful, contacted Deidara to tell him not to sell press codes anymore. Unfortunately, that blew the element of surprise. Before I had a chance to confront John, he actually reached out to me first with this:

Hi Dan,

[John] here from Feckis, hope all is well!

It’s with deep shame and regret that I have to write you this email. I recently found out from a colleague that one of our writers sometimes sells codes obtained for review purposes elsewhere. Unfortunately I don’t have any evidence or concrete proof on this matter, or know exactly where he might be selling, but my colleague told me that the information was brought up earlier today in a discussion.

The reason I’m writing you this email and informing you of all of this, is because he was passed along the Axiom Verge code for review. I have no proof whether he sold the code or actually redeemed it himself for purpose of review, but the fact is with what I heard earlier I can only assume that it might have been involved in his other activity and I’m contacting you to let you know of this.

I’ll be talking to him tonight and he most definitely is done with this site and we will not be asking him to write or review for us ever again.

This is completely unacceptable and quite frankly embarrassing behavior from someone whom I thought I could trust.

However, I want you to know that this game will in fact still be reviewed on our website, though it might take a few extra days after release since we will be buying it. It looks like an amazing game and will be well worth it.

I am terribly sorry that this has occurred and I hope in the future we will still be able to work together despite this terrible mishap.

- [John]

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Why That Guy Is Full of Shit

First of all, as someone who spent a significant portion of his youth trying to weasel his way out of taking responsibility for stuff he shouldn’t have done by blaming his brothers, I recognized all of my old tactics. Sound mature and professional. Say you just found out about this and are taking responsibility. Kiss a little ass. And stay very vague on specifics.

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Still, is it possible that he’s telling the truth? That he took the code (which, by the way, he had requested), assigned it to a writer, and that writer acted on his own? Yes, it’s possible. But I find it unlikely for a number of reasons.

Reason #1 – For those of you who are not aware, Deidara is a character from the manga/anima, Naruto. I checked Feckis’s YouTube Channel, and their icon is also the character Deidara:

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Whoever sold the code had to be the same person who set up the YouTube page. And my guess is that it wasn’t just a staff writer.

Reason #2 – I’m not sure Feckis has any writers. This was really my fault in doing my due diligence in figuring out who to send codes to and who not to. At first glance, Feckis.com looks like a gaming website. Maybe not as highly trafficked as IGN or GameSpot, but a gaming news source nonetheless. As I looked more into the site, it seems that almost everything on there is a press release. Usually with an introductory paragraph and “more info after the jump” to get people to click the links.

Reason #3 – The timing of John’s email was highly suspect. I received an email from the CAG administrator (the one where he said he would contact Deidara and tell him to stop selling press codes) at 4:57pm on 3/19. I then received an email from John at 5:26pm. Now as I showed above, Deidara has been selling press codes for years. It seems like an odd coincidence that after all this time it only just happened to come up with John earlier that day in a discussion. It seems suspicious to me that John would happen to find out about what Deidara was up to on the very day that CAG reached out to Deidara – unless of course John is Deidara.

Is it possible it was just a coincidence? Sure. It is likely? No.

So What Have We All Learned Here?

First, I would encourage all developers to remove Feckis.com from their press lists and stay vigilant in keeping an eye out for scammers. I’m hoping other indies can avoid the same problem we faced. The game industry is a small place, and reputations matter. It’s ultimately all we have. It looks like John from Feckis.com valued his at around $20. Well, John, enjoy your newfound wealth.

But on a more uplifting note, the main thing I’m going to take away from this experience is the eagerness of people to help set things right. When I asked journalists for verification of their identity, almost all completely understood. When I told a few people that a journalist sold his press code, they shared my righteous indignation. My problem became their problem. They responded to my emails when they could have ignored them. They followed up to check on whether I had found the guy. They wanted the guy caught, because people like him make everyone look bad.

At the end of the day, it was only one code that didn’t cost us anything to generate. It’s not the end of the world. But it’s nice to know that when something like this happens, a lot of people have our back.

On Indie Game Pricing

Friday, February 27, 2015

Earlier this week we announced the launch date and price for Axiom Verge. I’ve been working with Tom on it for about six months now, and if I’m this excited about launching it,I can only imagine how Tom must be feeling after having worked on it alone for five years!

Most of the feedback has been great, but there were a few people who questioned the $19.99 price point. The reason I’m writing this blog post is actually not to defend the price. Instead, my focus is going to be on discussing the thinking behind it, since a lot of developers have asked me for advice on how to approach pricing their games over the years.

How Pricing Should Work…Theoretically

The Economics 101 approach to pricing is fairly straightforward. There is a group of potential buyers out there. Each one makes an independent assessment of what they feel your game is worth. If you have perfect information about what each person’s maximum willingness to pay is, you could pick the price point that will maximize revenue (price x quantity sold,where the higher the price is, the lower the quantity sold will be and vice versa), and therefore profits. In the case of digitally distributed videogames, once the game is done, maximizing revenue and profits is the same thing, since all of the costs are sunk/fixed. There are no real incremental costs to producing more copies of your game that factor into the decision.

Anyone whose maximum willingness to pay was higher than the price you set is getting a great deal. Anyone whose maximum price is equal to your price is indifferent between buying your game and not. Some developers and publishers try to make sure that no one is getting too great a deal. For anyone whose willingness to pay is really high, you can offer things like season passes, DLC, or other high margin items to capture all of that extra money. I personally find that kind of thing hard to do in a tasteful way. UbiSoft, EA, and Zynga don’t seem to have much of a problem with it.

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UbiSoft: People are getting extra joy that they didn’t pay for! This will not stand!

Note that in this theoretical model one of the things pricing should not be based on is development budget. One argument I hear a lot is that AAA games should be priced higher than indie games because they cost more to produce. With just a little thought,you can see that this doesn’t make sense for a variety of reasons. First, if a game is priced too high, you’ll wind up making less money since the number of buyers goes down – regardless of what your development costs were. A lot of people seem to think that a higher price leads to more money, so developers who charge a high price are greedy. Second, why should a player care how many people worked on a game? If I had a magic wand and could produce a game with the same scale and quality of Skyrim or GTA: V instantly with no effort, would that make the game experience worth any less? If I spent $20 million dollars producing a fart app, would that mean it’s worth paying more for? No. No, it would not.

Complications with the Theoretical World

Economics can give great insights into a wide manner of business decisions precisely because it doesn’t get bogged down in the details. However, when it comes to dealing with the real world, other factors need to be taken into account. And by the way, Economics isn’t the one discipline guilty of this. Relevant XKCD:

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Complication #1: Games are an experiential good

One of the biggest problems is that games are in a category referred to as experiential goods, meaning that people can’t attach a value to them until they’ve experienced them. Movies and books are in the same category. Consumers try to mitigate this problem by relying on expert reviews, friend recommendations, demos, and user ratings, but these are imperfect solutions. Developers and publishers who believe people’s maximum willingness to pay is irrationally high (meaning that they know players are expecting to enjoy the game more than they actually will) have an incentive to keep this information from people for as long as possible. This is why some publishers embargo their reviews until after either the game launches or the pre-orders are in. The flip side is equally true – whereas the common practice is to release a game as soon as it passes certification, we’re working with Sony to make sure that reviewers can get their hands on the game almost a month ahead of time.

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Complication #2: Self-interest vs. group-interest – the problem with price promotions

Imagine you’re at a baseball game. Something important is going on, so you stand up to get a better look. That’s a perfectly rational thing to do. It maximizes your own self-interest. Now the person behind you also has a choice: either stay seated and not see, or stand up to see better. If they’re going to maximize their own self-interest, they’re going to choose to stand. And so on. Eventually, everyone is standing, but no one is seeing any better than they did before. Everyone’s just uncomfortable.

The same goes with price promotions. (I’ll avoid calling them sales so as not to confuse the term with sales of the game.) When sales have slowed down, the rational thing to do is to reduce your price. Each game that does this makes a lot of money – in fact the majority of their money – doing this. Gabe Newell famously told the world in 2011 that when they reduced their price by 75% their revenue went up by 40x!

But if everyone does this, you eventually get a race to the bottom. Players are being trained not to pay full price. I’m as guilty of this as anyone. From bundles to sales, I’ve got well over 200 games in my Steam account, many of which I’ll never play. (Many, in fact, that I don’t even realize I own. I remember checking out a game at PAX that was really cool. I went home to buy it only to find that I already owned it.) And now with PS Plus, I already have a bunch of games on my PS4 and Vita that I don’t really expect to play. On the App Store, people agonize over whether to part with 99 cents for a game.

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One could argue that those games that got revenue from me that they otherwise wouldn’t have, which is a fair statement. But at what cost? If everyone treated sales as a special once in a blue moon event, could we get more people paying a real price that developers can live off of and develop a sustainable business on?

Incidentally, the reverse is also true. Players are acting in their own short-term self-interest by waiting for sales. They can get a free ride from the people who pay full price (or from the developer who can’t earn a living), and get the same games at a small fraction of the price. Unfortunately, that’s not good for players as a group. If players insist on only buying during heavily discounted sales, then eventually quality will wither away. Just look at the App Store.

There is one valid argument (aside from short-term self-interest) for buying games during sales that immediately jumps to mind. Because games are an experiential good and no one can assess a value to them until they’ve been experienced, it makes sense to pay as little as possible up front. I think we’ve all bought games that we thought would be great and wound up only playing for 5 minutes. Until there is a decent mechanism for adjusting your purchase price after you’ve finished the game, the only solution to this is for these people to wait for sales. I’ve tried to think of ways to ameliorate this. Maybe a virtual tip jar after completing a game? Maybe offering more merchandise? Maybe go the other way – charge full price but allow people to get a refund if they don’t play it for more than a certain amount of time. (Essentially a demo where you pay up front.) None of these solutions is perfect, but developers, platforms, and players need to give this problem some serious thought if we don’t want to drown in a sea of crap.

One of the characteristics of a situation in which there is a disconnect between what’s best for the individual and what’s best for the group at large is the idea that, if we could all collude and come to an agreement on how everyone should price their games, we would be better off. Fortunately or un-, there’s no (legal) way to do that. Instead, I would just implore developers to consider the worth of their game and have the conviction to stick to their guns and charge a reasonable price. And players should make an effort to consider what these games are really worth to them. Not what the going rate is, but what are they worth.

Complication #3: Lots of substitutes

Economic theory describes two primary models for how prices are set. The first one, which I described above, is for situations where you have a product that doesn’t really have an obvious substitute. If people want your product, they have to pay what you’re charging for it. The other model is for commodities. A wheat farmer can’t go to market and convince everyone that their wheat is better than anyone else’s. They can’t set the price for their wheat. They just show up at the market that day and see what the going rate is.

So when pricing your game, think about whether your game stands on its own or is a commodity. Are you selling something you just can’t get anywhere else? Or are you selling a game that is largely similar to a million other games out there? If it’s the latter, you really have no choice but to price it at the going rate. If it’s the former, it’s your job to make sure people appreciate why your game is so important. If people think the price for Axiom Verge is too high, they can absolutely go play other games. But those other games aren’t Axiom Verge. (I’ll avoid getting into the piracy option here. That’s a whole separate blog post!)

Complication #4: Players are already trained to wait for discounts

Whenever I read about a new game’s launch, invariably someone in the comments section will say that they’ll just wait a couple months until it’s 50% off. In the case of PlayStation, people are now just saying they’ll wait until it shows up for free as part of PS Plus. People who pay full price at launch are essentially suckers.

I’ve said some good things and some not so good things about my former employer, Nintendo. But one thing I think they have gotten exactly right over the years is that they’ve sent a clear signal to the world that people shouldn’t just wait for a price drop. If you want to play Super Mario 3D World on Wii U, you know it’s going to be $59.99. (Again, I’ll ignore the used game market for now. Separate post.) It doesn’t matter that it’s a year and a half old. Nintendo was able to make a game for which there is no suitable substitute, and they’ve sent a clear signal that they’re standing by what they think it’s worth.

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Yes, I’m that old.

So What’s the Solution?

The first step in the real solution to the problem comes before even thinking about price. It’s about making a must-play game. Obviously this is something all developers aspire to and is much easier said than done. But let’s assume you’ve done that. What’s step two?

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Obligatory

Step two is to make sure people know about the game and why it’s special. This is also no easy task and entire books have been written about how to do this. Part of it involves explaining your vision to the world and getting them to view the game as you do. Part of it involves getting it into as many people’s hands as possible so they can experience it for themselves and tell their friends about it. Part of it involves leaving enough to people’s imagination so they don’t feel like they already know everything in your game. But now let’s assume you’ve done all of that. What’s step three?

The last step is two-fold. First, set a price that you feel is really worth it. If your game is better (for the people you think will be interested in buying your game!) than Titanfall, The Order: 1886, or Destiny – and you can convince people of this – then let those prices be your bar. Don’t necessarily feel constrained by what other indies are doing. (Again, this has been debated ad nauseam, but the term “indie” has lost a lot of its meaning. It can mean anything from hobbyist learning how to program to Double Fine. So why try to fit to such a wide range of games?)

The second part is a bit counterintuitive. Let people know your plans for putting the game on sale. I wouldn’t go so far as to say never put your game on sale. Price promotions help reinvigorate interest in a game and get people talking about it again. There are also people in step two who were only partially convinced that the game as good as everyone says it is, and the price drop might be enough to motivate them to give it a try. That said, they should be used sparingly enough so that people don’t feel that they should just wait for a sale. And if you can tell people when the next sale will be, they can make an informed decision about whether the price drop is worth the wait.

Case Study: How Does Axiom Verge stack up on these steps?

Step 1 – Quality/differentiation: I am of course biased, but I believe that Tom Happ was able to make something truly special with Axiom Verge. The kind of game for which there is no real substitute. But that’s not for me to evaluate. As I mentioned above, we’re going to bend over backwards to make sure as many reviewers who want a copy well ahead of launch can get one. If we run out of PS4 codes, we will provide them with PC builds. We will ask them to embargo their reviews until about 1 week before launch, not to hide the results of those reviews, but to make sure that all reviewers have ample time to play through the entire game and write up thorough reviews. (I’m not completely naïve. I’m sure some will play for 5 minutes and write up a review based on those impressions. I’m hoping those will be in the minority.) We’ll see what they have to say about the quality of the game.

Step 2 – Telling the world about the game: Well, we certainly tried to do the best with what we had. Tom’s done tons of press interviews. We put out multiple slow reveal builds each month to press so people could see a little bit more about the game each time. We showed the game at events like E3 and IndieCade, and are going on a cross-country tour to show the game at GDC, PAX East, and SXSW – all over the next couple weeks. Sony’s been a huge help in giving us a forum to discuss the game on the PlayStation Blog and showcasing it in retail kiosks. With a big advertising budget, we might have been able to spread the word even more, but I think we did what we could.

Step 3 – Having played Axiom Verge about 5 times now, I feel pretty confident that at $19.99 it’s a bargain. (Again, biased!) In terms of price promotions, we haven’t announced our plans yet, so I may as well do it here. Sony just announced that Axiom Verge will be part of the Spring Fever promotion. All titles in that promotion will be 10% off during their launch week for PlayStation Plus subscribers. I’m happy with this, because if there’s anyone who deserves a price break, it’s the most ardent fans who have been supporting us all along! But after that initial week, we will not be discounting Axiom Verge for at least 6 months after launch, meaning the first time it would ever be discounted will be October 2015. To be clear, we haven’t decided if it will go on sale in October. We’ve just decided that it will not go on sale before then.

By announcing this, I’m hoping this accomplishes two things: First, I’m hoping that people will not feel like they’re about to make a mistake if they pay full price. Second, I’m hoping that people who feel that $19.99 is too expensive can make a more informed judgment. If they’re waiting for the price to go down to, say, $14.99, they can decide whether waiting 6 months is worth $5. To some it will be. To others it won’t. And that’s fine. I’d much rather people make informed decisions with as much transparency as possible than feel any buyer’s remorse. Because we need our customers to feel good about what they’re buying. We’re all in this together.

My Very Second Announcement about a Game I’m Working On

Wednesday, December 3, 2014

It’s been a couple months since I announced that I’m working with Tom Happ on his amazing game, Axiom Verge. That game is coming together really well. Press has been excited about the slow reveal previews we’ve been sending out, and players will be able to check it out this weekend at PlayStation Experience this weekend (December 6-7, 2014) in Las Vegas.

But it’s now time to talk about another project I’ve been working on a bit for the last little while and will be working on quite a bit more: Chasm by Discord Games.

Chasm has a group of dedicated fans who have been tracking it since its successful Kickstarter last year, but for the most part James Petruzzi, Tim Dodd, and the other folks at Discord have been heads down focusing on building out the game and not really pursuing press, so it’s still under the radar for far too many people.

I Guess I Have a Type

Chasm is a retro-style 2D action-platformer that encourages exploration to unlock the secrets of a mysterious world. Wait a minute, are we still talking about Chasm or are we back to Axiom Verge?

I’ll be the first to admit – there are definite similarities in terms of the genre and overall framework. Tight controls. Challenging boss fights and a wide range of enemies. But it’s the differences that really make both games stand out as prime examples of how much variety you can have within one genre. A genre that I tend to be a big fan of! (By the way, for some other recent examples of a great variety of games in this genre, check out Guacamelee and Teslagrad, among others.)

I’ve been thinking about it, and the best analogy I can come up with is that Axiom Verge is to Cave Story as Chasm is to Spelunky. Combat in Chasm is much more up-close as opposed to being more of a shooter. There is a far greater emphasis on the platformer aspect of the gameplay: timing jumps, avoiding obstacles, just barely reaching that ledge. You can get a sense by checking out the PS4 trailer:

What Platforms and When?

Chasm is currently confirmed for PS4, PC, Mac, and Linux and is targeting the 2nd half of 2015. We’re looking into what it would take to bring it to other consoles, such as the one from my former employer. We’re still in the due diligence phase and want to see what can be done to make it happen.

In the meantime, if you’ve already been following Chasm, thank you for being there so early on. And if you’ve never heard of it, well, make sure to keep it on your radar!

I Made a Turd that Looks Like Woah Dave*

Saturday, November 8, 2014

At GDC earlier this year, Alex Neuse and Mike Roush from Gaijin Games Choice Provisions invited me over to their studio to hang out. They were going to be showing off their upcoming games to press and some friends, so there was some work-related element to it, but it was really mostly to catch up with old friends.

One of the games they showed was Woah Dave!. Being a good Nintendo employee, I of course asked whether they were planning on releasing it on Wii U. They told me that it would be really difficult to do, because the game was originally created with an engine that would make porting to Wii U difficult. They would need to port the game over to Unity or C++.

One of the common characteristics about elegant design is that the hard part about making the game is the design itself, not the programming. (This is why we see so many Threes! and Tetris clones. The idea and design are the hard part.) I’m not the best programmer, but I dabble. I used to love programming as a kid and recently tried to get back into it by teaching myself C# and Unity. I looked at the game and told them that I thought I could recreate it in Unity. I didn’t really have any expectations they would use it (since I wasn’t confident that I could recreate it perfectly) but I thought it would be a good learning exercise.

Over the next couple weeks I had a lot of conversations with Jason Cirillo, the designer who actually made the game. There are so many little things that go into making a good game that, if done right, go completely unnoticed. I had to look very closely at things like how high does Dave jump? How much faster is the 2nd monster type than the first – and how do both of their speeds relate to the player’s? How quickly does the bottom platform shrink?

It was harder to make the game than I originally anticipated. One limitation of Unity has that I wasn’t aware of was how difficult it is to have a character jump up through the bottom of a platform and then land on the top. You have to go through all kinds of contortions with raycasting to see which direction you’re approaching the platform from to determine whether collision detection should be turned on or not. Apparently this was a common enough issue that it’s being addressed in Unity 5. I also made sure to use Unity 4.2, since that was the version that was supported by Wii U at the time. Unity 4.3 introduced a 2D toolset, so it would have been much easier to use that. (Unity 4.3 is now supported on Wii U, so it’s ultimately moot at this point.) So essentially I made a 3D game with an orthographic camera. For the different objects in the game, I just used the default shapes in Unity – cubes, spheres, etc. I planned on swapping them out with the real art assets later, so there was no point in my trying to recreate those by hand. This is what the final version wound up looking like.

 

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In case you can’t tell what’s going on, the yellow square is the player. The green pill shapes are the eggs. If you wait long enough, they hatch into the first monster type, which is a pale green. The black square is the skull and crossbones, and the yellow spheres are coins.

When I was nearing completion, I kept pinging Jason asking for the assets, but he never got around to it. I could live with the crappy graphics, but the lack of sound bothered me. I’m trying very hard to make sure my two daughters grow up to be geeky gamers, so I thought this would be a great opportunity for them to help me make the game. My younger daughter, Maya, did the majority of the sound effects including the background music. My older daughter, Selina, did 1-2 sound effects as well. Their contribution was recognized in the Special Thanks section of the real Woah Dave! credits so they were really excited to see that!

In case anyone is interested, here’s a link to the game. For some reason, a lot of the Choice Provisions people had a tough time getting it to run. I suspect it doesn’t play well with Macs for some reason. PC users don’t seem to have any problems.

This was really only ever supposed to be between me and Choice Provisions, and I don’t think I ever told more than a couple people about it. Just recently, though, Jason Cirillo told the story to Jonathan Holmes of Destructoid and ‘Sup Holmes? fame during an interview. Jonathan reached out to me and encouraged me to post this, so that’s what I’m doing!

*I realize that the correct name of the game is Woah Dave! with an exclamation point, but I removed the exclamation point since otherwise it looked like I was overly proud of my turd.

My very first announcement about a game I’m working on

Monday, September 29, 2014

Aside from the complete lack of any income, these two past months since I left my job have been amazing. I’ve had lots of discussions with many developers about all kinds of interesting, quirky, wonderful stuff. These conversations are all in varying stages, and I’m sure I’ll be making some future announcements soon.

But today I’m super excited to announce the first official game I’m working on: Axiom Verge!

What’s so special about Axiom Verge?

Even though I always love weird, abstract experimental games, I’m a total sucker for a super well-designed action-platformer/Metroidvania style game. (If you check out my Steam Curator page (shameless plug alert!) you’ll see a good list of the types of games I play. I’m trying to keep the list small and will refresh it roughly monthly.) And Axiom Verge is one of the best Metroidvania games I’ve played in years – maybe ever. (Since I’m working on the project, I suppose I’m officially biased now.)

In case you’re not familiar with it, here’s the trailer are a couple screenshots.

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And here are many more!

Tom Happ sent me a build of his game a week before PAX, where we were planning on meeting for the first time. I was originally only intending to play for about an hour to get a sense of the gameplay and controls so I could have an intelligent conversation about the game. But I wound up playing through everything that was in the build (3 worlds’ worth) and writing up a couple pages of notes. Over the next many months, we’ll probably talk more about the features of the game that make it so compelling, but the things that grabbed me most were how tight and responsive the controls were and how well-designed the different rooms are. There are a ton of hidden areas to explore, and it’s possible to plan your attack through the areas so that it’s much more than just a run and gun shooter.

Who is the team behind Axiom Verge?

The “team” behind Axiom Verge is just one guy: Tom Happ. While holding down a full-time job at Petroglyph Games, Tom has been working on the game as a labor of love for almost 5 years now. He’s been dedicating his evenings and weekends to this project and only just recently switched to working on Axiom Verge full-time. Tom has a background as both a programmer and animator, so he’s a rare example of someone who has been able to make a game from start to finish on his own. He even taught himself how to write music for the game! He doesn’t have a business background, so this is an ideal partnership.

But this is a PlayStation-exclusive game!

Hell yeah, it is! It’s going to be on PlayStation 4 and Vita. (And a little while later on Steam as well.) I’ve known Nick Suttner, Adam Boyes, Brian Silva, and many of the other Sony folks for a few years now, and I’m really excited to be working directly with them! Although I will always have a special place in my heart for Nintendo, this game is solely focused on PlayStation. Sony has been super supportive of Axiom Verge, showing it at tons of shows like PAX and E3 and talking about it on the PlayStation Blog. In fact, the next public showing will be in Sony’s booth at IndieCade in just a couple weeks. If you’re going to be there, you should check it out!

Monday, August 18, 2014

2-hour interview on Sup, Holmes!

WTF Are You Thinking?

Friday, June 27, 2014

Yeah, I’m an idiot. I’m giving up one of the best jobs in the best industry – quite possibly one of the best jobs in the world. For almost 9 years, my day-to-day 9-5 grind has consisted of hanging out with amazingly creative developers and playing their games before anyone else. I’ve had a backstage pass to inspiring rags-to-riches stories and consoled no small share of passionate and talented developers who continually struggle to find an audience. And I’ve had the opportunity to influence the direction of the games industry in my own small way, not through any natural talent, but by the sheer dumb luck of finding myself in the position of being able to drive a new line of business at arguably the best videogame company of all time, Nintendo. It’s a position that many people far more qualified and talented than me would love to have. So why would I leave it?

Initial Goal Achieved

The year was 2005. It was a simpler time. Gamers divided themselves into two camps: hardcore and casual. If you were a hardcore gamer, you could play anything from a first-person shooter to a third-person shooter. And if you were a casual gamer, well, that meant that you liked matching 3 colors together. Steam was off to a rocky start, and the App Store was so completely uncluttered, it didn’t even exist yet. The kings of the digital distribution revolution were the giants we still revere today: Yahoo Games, MSN, RealNetworks.

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RealNetworks burn!

But that wasn’t enough for some of us. I came over to Nintendo dissatisfied that all of the games that were coming out looked and played the same. There were no surprises, no variety. I wasn’t sure if Nintendo’s wacky new motion controlled console was the solution, but I admired the fact that they were at least trying. They already had plans in place to get into digital distribution in the form of Virtual Console, so I decided that my personal mission at Nintendo would be to use digital distribution as a way to encourage the development of new types of games that would take some risks. It was soon after that that I fell into the indie games scene - then still pretty far outside the mainstream. The first IGF (Independent Games Festival at the Game Developers Conference) I attended had about 10 rows of folding chairs in a small room off to the side. Jonathan Blow was talking about a prototype of a game he was working on where you could rewind time.

A New Goal

Now here we are about 9 years later. There is no question that there is now a place in the industry for new types of gameplay, new art styles, and games with artistic intent. It is no longer an obscure niche. We no longer live in a world solely consisting of brown and gray first-person shooters. As time went on, I was no longer a proselytizer for this future state of the industry I had envisioned, but a cheerleader for what was happening all around the industry. And yet, all is not well with the indie scene. One recent Gamasutra article shows that the average indie developer makes under $12,000/year. Although the methodology of the study can certainly be questioned, it’s no secret that more open platforms and cheaper, easy-to-use tools drive down barriers to entry and bring in more and more games. By May of this year, Steam had already launched more games than it had all of last year. And new titles are greenlit in batches of almost a hundred.

On the one hand, this is great news for players. The more games, the more choice, the better. But it’s only sustainable as long as the audience grows proportionally, and that is an area the games industry has not been able to drive successfully. If you assume a relatively fixed amount of dollars spent and keep spreading that over more and more games, you eventually drive per-game sales asymptotically down to near zero.

Don’t get me wrong – there are more and more people discovering indie games and the market is growing. But there is room for improvement. Minecraft has clearly hit mainstream gaming (and even non-gaming) culture, but the rest of the games that we consider megahits of the indie scene are still virtually unknown outside of a still relatively small circle. In a very non-scientific study consisting of asking a few self-described gamer neighbors and friends, no one had heard of what I consider to be really successful games like The Stanley Parable, Papers, Please, or FTL, let alone games like Starseed Pilgrim, Thirty Flights of Loving, or Secrets of Rætikon. You’d be surprised how few gamers have heard of even the early pillars of indie games like Braid, Super Meat Boy, and World of Goo. Chris Hecker was absolutely right when he told everyone at the IGF a couple years ago the hard truth that no one knows about your game.

So that’s a big part of the new challenge. How can we raise the profile of indie games so that people beyond the inner circle of people who take time off of work to go to PAX and IndieCade and read TIGSource and NeoGAF actually discover these games? Can we grow the audience without dumbing down the content? It’s the equivalent of letting people know about fine wines when they’ve been drinking Bud Light their whole lives - except in this case Bud Light is 4x the price of a good fine wine. People shouldn’t be pissing away their lives playing junk like Candy Crush Saga when there is so much better stuff out there.

And how can we steer the economics of the industry in a way that talented developers making an amazing game won’t feel like the only two possible outcomes are becoming super rich or broke?

Part of the path to this next stage in the evolution of the indie scene from obscure niche to viable long-term business lies in a maturation of the business side. Developers being smart about how they use their limited resources and how they reach and communicate with their audience. Not just the audience that is actively looking for their game, but the audience of people who don’t even know that games like these exist.

Don’t Worry - The eShop Is in Good Hands

I’m often viewed as the main person behind Nintendo’s indie strategy and that without me, there would be no indie push by Nintendo. Although that may have been the case in the early days, in recent years the business has grown, and more and more groups have been established to take up the mantle. While my core team of awesome folks (shout out to Scott, Luke, and Shannon!) and I did everything from handle the operations to the marketing to reaching out to new developers, in the last few years whole new teams of people responsible for each of those areas have been formed. People at Nintendo don’t need to be reminded that indie games are important. They play them every day. In fact, one of the reasons I decided to leave was that there were fewer and fewer new battles to wage. Everyone was getting on the same page and starting to work together like a well-oiled machine. What fun is getting into an argument if the other person already agrees with you?

It’s time. There are new windmills to fight.